Prossh is an excellent commander. He, like two other commanders in the 2013 Commander set, becomes increasingly powerful as his mana cost increases. This helps counteract the commander tax and rewards you for recasting the commander. So often if you have the mana, you will want to cast Prossh. There are no true combos in this deck, but there are a lot of ridiculous synergies involving Prossh.

Beastmaster Ascension, Shared Animosity, the Run half of Hit//Run, and Craterhoof Behemoth can all pump your guys for a lethal attack. After Prossh resolves, the opponent has to fear these cards and try to clear the board that Prossh creates. Westvale Abbey also take advantage of the Kobold tokens, most likely on the turn after you played Prossh, unless you have a ridiculous amount of mana.

Prossh will always put X creatures on the field, where X is the amount of mana you spent on him plus one. That’s always going to be 7 or more. Those creatures can’t attack right away, but they can pay the convoke cost of Chord of Calling to get nearly any creature. With Earthcraft, Prossh and the Kobolds can act sort of like a Palinchron to get your mana back that turn. Xenagos, the Reveler’s +1 will do the same, but he’ll generate at least one more mana than you had before. Skullclamp is a ridiculous card to begin with and doesn’t need Prossh to be a game winner, but Prossh creates a lot of disposable tokens. Pattern of Rebirth also takes advantage of the Kobolds, and it’s enabled by Prossh’s ability to sacrifice creature for free at any time. Purphoros, God of the Forge is best if he hits the field before Prossh does, but he doesn’t, he can still pump the team. He is always a creature when not on the field, so all of the creature tutors will find him.

Xenagos, God of Revels can enable perhaps the fastest kill this deck can pull off. Duel Commander, like EDH, has the commander damage rule that states: if a single commander deals a total of 21 or more combat damage to a player, that player loses. So, a turn five Xenagos, God of Revels into a turn six Prossh can steal the game. Of course, any mana acceleration can make this kill even earlier. Xenagos, God of Revels, like Purphoros, can be tutored for by a Pattern of Rebirth or a Chord of Calling. Since all the Kobolds are red, they can’t convoke for the one green in Xenagos, God of Revels’ mana cost, and you don’t want to tap Prossh if you plan on giving him haste. Luckily, we do have a lot of mana dorks and other cheap green creatures that will stick to the board long before Prossh seems like a threat.

As a Jund deck, we have access to the best mana acceleration and the best removal. Though black provides a couple draw effects, your card advantage usually stems from the value of all the individually powerful cards in the deck. The deck is so solid because of this. Additionally, the redundant card effects add a lot of consistency. You can’t run a playset of Llanowar Elves, but we still have 7 one-drop creatures that tap for mana (including Deathrite Shaman), and there’s even more ramp in the two drop slot. All that ramp doesn’t really lead into many huge creatures, though there is Primeval Titan and of course Craterhoof Behemoth. Most often, Prossh is the best finisher and is what the deck ramps toward. Sometimes, however, he won’t be available to you, maybe because the opponent has a Nevermore or a Torpor Orb, or maybe because the commander tax is too high. In those cases, the game plan is still relatively straightforward. If you can establish an early lead in mana, and if you can spend that mana efficiently each turn, then you should be able to overpower the opponent.